Guardian of the Gateless - probably too slow for this kind of deck. Also you don't want to be blocking very much since you want to be more aggressive. Could make a neat SB card versus other creature-based decks, especially Zoo.

1 year ago

As I said, this was thrown together from cards I gathered from boosters etc. - I'm only now looking to streamline and improve it. That said, I totally agree with your whole premise and one of the reasons I came here was to seek advice on which types of cards would be best to keep/ditch, so thanks for the input.

During the course of the day, I had already began the process of removing some cards and upping some others - please see the updated deck for details, but it's pretty much along the lines of what you'd already suggested.

1 year ago

Warmind Infantry
, Bomber Corps
, and Wojek Halberdiers
seem like the first to go. Trim Tajic back one. That should leave you with 12 battalion non hasters to 11 hasters. If you want, subbing in the Legion Loyalist
for the boros elites would be good. Using the six free spaces, you could go full playset of Mugging
and cttr. With one free space you could put in a final legion loyalist or put another burn spell in. Creature removal is never a bad thing. Or if you need that final two points of damage to do your opponent in. remove titan's strength and replace it for Magma Jet
for removal and scry. Maybe even try dropping the Firemane Avenger
to the sideboard and adding another Firefist Striker
. Your CMC will be lower as a deck average and the striker is just a general cock blocking bad ass

1 year ago

1) Cut back on the land because half of your cards are land. (-5 Plains
-5 Mountain
+3 Boros Guildgate
and there are more expensive lands out there that you can chose from if you want. 58 Cards.

2) Take out Court Street Denizen
, (3 mana for a 2/2 that occasionally taps cards, won't apply to your multicolored cards) Soulmender
, (1 mana for a 1/1 that gives 1 life, this is virtually useless) and Warclamp Mastiff
(Any competitive deck will easily take it out, the first strike rarely applies) which frees up 4 more spots, right now you're at 54 cards.

3) Add two more War Falcon
because it is a 2/1 one mana in the air, early game flying is tough to come by, 1 more Wojek Halberdiers
and 2 more Daring Skyjek
for the same reasons as War Falcon. 59 Cards.

This may be a bit pricey but overall:1) Keep your totals to 60 cards2) Follow steps 1 and 23) The rest are optional4) The many curve at the moment is a bit high, your best cards won't see action until much later at the moment. (Turn 5-7, they won't always turn up)

1 year ago

Update Time!

Ok... so there were some issues. It took me longer than it should, but i realized that there is in general too much removal. Thus, most of the changes will are focused on making black and red more aggressive in their nature, and less focused on sitting back on 10+ removal spells and eventually landing 1 creature and killing with that.

So... lets begin.

1: In white

With the last update I had been trying to shift white to be focused on having lots of small creatures. Also through more testing there were some cards that were not played very often, and when they were, they weren't very good. The ones I'm replacing in this update are Darklit Gargoyle
, Ajani's Sunstriker
, and Feeling of Dread
. All of these cards proved to be just filler slots that were undesirable or sub par. Replacing these cards are: Niblis of the Urn
, which I think will allow white creature be held back by almost anything bigger than a 3/3 by giving even more tappers; Crusader of Odric
is an experiment to offer white some larger creatures, hinging on the fact that they have stayed focus on the overall theme of the colour; and also Intangible Virtue
is an experiment. It might be too good or downright unplayable I'm really not sure, but I think it is worth trying it out to see where it stands.

Unlike blue, this is the most substantial change. As mentioned earlier, both black and red had way, way too much removal. As such, Last Kiss
, Victim of Night
, Tragic Slip
, Doom Blade
, and Executioner's Capsule
are all being removed. This still leaves black with quite a bit (13 pieces) of removal, but no longer are more than the half the black cards removal. Four other cards are also being removed: Deadly Allure
, Tormented Soul
, Triumph of Cruelty
, and Addle
. Each of these cards were rather narrow, in order to change the possibilities for black, more cards needed to be cut. So, how am I changing black? My goal was to make black more aggressive, or to push the sacrifice side of black. So, for the aggressive side, Vampire Lacerator
, Diregraf Ghoul
, and Sarcomancy
are all being added to up the aggressive one cost creatures. Just as some useful bodies Bloodhunter Bat
and Vampire Outcasts
should be able to work themselves into a multitude of different decks and strategies. For the sacrifice element of black Haunted Crossroads
and Gravedigger
are now included. The haunted crossroads are an experiment, as it may be too powerful. And finally as some general utility Sign in Blood
and Duress
have also been added.

To follow that up, we have another large change. Similar to black, the amount of removal was an issue and needed to be tweaked. Furthermore, I really wanted to encourage the sacrifice deck, as it is both fun to play, and draft. As such, I think red should be valuing cards such as Pitchburn Devils
which can act as removal in the right deck. So, Into the Maw of Hell
, Street Spasm
, Arc Trail
, Turn to Slag
, Flame Slash
, and Magma Rift
have all been removed. As mentioned cards like Pitchburn Devils
are supposed to be strong in this cube. Thus, Gang of Devils
and Goblin Arsonist
, which follow a similar idea have been added. Additionally, to follow that idea of creatures into damage, Skirsdag Cultist
is being added as well. 2 of the cards being replaced are centered on having a mass of creatures. Warmind Infantry
and Krenko's Command
are taking those spots, and the last piece of red removal is replaced by Stone Rain
which could very easily be taken out, for being "unfun" but I dont think it is strong enough to see consistent play, but is strong in the sideboard against decks that have a challenging mana base.

It had become abundantly evident that Tracker's Instincts
, Commune with the Gods
, and Mulch
were completely unplayable in this cube with minimal direct graveyard interaction. Also because there's no real reason to go more than 2 colours maybe splashing another Abundant Growth
was also less than optimal. Another issue that green had was that it didn't have any good way to close games. Because of this first issue Sentinel Spider
and Territorial Baloth
are now part of the micro cube. To help push the green white aggressive archetype Mtenda Lion
has also been added. And finally, Wall of Roots
now gets a spot serving as both a blocker and an accelerator for the bigger green decks.

For the same reason Mulch
and such cards were bad, Grisly Salvage
was the exact same, and considering that the multicoloured cards are supposed to be more powerful, this needed to change. As such. Noxious Hatchling
will take its place and serve as a big body with a relevant ability that truly does encourage golgari play. Now for the same reason Abundant Growth
was unplayable, Kaleidostone
and Chromatic Sphere
were also underwhelming. To not entirely eliminate colourless mana fixing, Manalith
is being put in. Filling the other spot Mortarpod
is coming in as another creature to damage spell.

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